/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#include <Box2D/Dynamics/b2WorldCallbacks.h>
#include <Box2D/Dynamics/b2Fixture.h>

// Return true if contact calculations should be performed between these two shapes.
// If you implement your own collision filter you may want to build from this implementation.
bool b2ContactFilter::ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB)
{
	const b2Filter* filterA = fixtureA->GetFilterData();
	const b2Filter* filterB = fixtureB->GetFilterData();

	if (filterA->getGroupIndex() == filterB->getGroupIndex() && filterA->getGroupIndex() != 0)
	{
		return filterA->getGroupIndex() > 0;
	}

	bool collide = (filterA->getMaskBits() & filterB->getCategoryBits()) != 0 && (filterA->getCategoryBits() & filterB->getMaskBits()) != 0;
	return collide;
}
